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April 13th, 2010, 02:43 PM
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Corporal
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Join Date: Aug 2009
Location: Wesley Chapel, FL
Posts: 81
Thanks: 56
Thanked 0 Times in 0 Posts
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Re: new Battle Simulator map
Question time:
What does the command...
#startspell "spell name" nation with spell preresearched.
...do? Based on the description, I thought I could enter the spell names of the spells I'd like researched, but it's not working. According to some posts above this one, unlocking spells isn't supported by this utility. Is this command no longer valid? If not, what should be, the ?
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April 18th, 2010, 08:02 AM
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Corporal
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Join Date: Feb 2009
Posts: 189
Thanks: 9
Thanked 2 Times in 2 Posts
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Re: new Battle Simulator map
Just stumbled upon this and trying to understand how to practically implement something... im a bit puzzled:
Is there an excell sheet or similar with all units, objects etc etc ID´s in a single place or do we have to go to multiple sources to get these info?
Apart from looking the shift I info in game, I do not know how else to get that info, and im trying to model stuff that i do not have available in any of my current games readily available to be seen. Any ideas?
Thanks,
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April 19th, 2010, 06:38 AM
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Corporal
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Join Date: Aug 2009
Location: Wesley Chapel, FL
Posts: 81
Thanks: 56
Thanked 0 Times in 0 Posts
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Re: new Battle Simulator map
Quote:
Originally Posted by Mysterio
Question time:
What does the command...
#startspell
"spell name" nation with spell preresearched.
...do? Based on the description, I thought I could enter the spell names of the spells I'd like researched, but it's not working. According to some posts above this one, unlocking spells isn't supported by this utility. Is this command no longer valid? If not, what should
be, the ?
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Does anyone have any input on this?
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